Elemental Envoy (Druid/Oracle)

Some druids seem to have forgotten the fundamental basis on which nature tends to thrive. If it weren’t for the bedrock of earth, the breath of air, nurturing water, and cleansing fire, there would be no natural world. Elemental envoys recognize this and seek to strengthen ties between the material plane and their chosen elemental plane. Fortunate are those who are deemed fit by the elemental lords to serve as their ambassadors throughout the realms. (Original Concept by Apraham Lincoln)

Bonus Skills and Ranks: The elemental envoy may select three oracle skills to add to her class skills, in addition to the normal druid class skills, one of which must be Knowledge (planes). The elemental envoy gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The elemental envoy is proficient with the druid weapon and armor proficiencies. She must also abide by the same restrictions except as noted here.

Air: The elemental envoy gains proficiency with bows and simple throwing weapons. Earth: The elemental envoy is not prohibited from wearing metal armor. Fire: The elemental envoy gains proficiency with one exotic melee weapon of her choice. Water: The elemental envoy gains proficiency with the harpoon, long spear, net, and trident.

This modifies the normal druid weapon and armor proficiencies and replaces nature sense.

Spellcasting: An elemental envoy casts divine spells which are drawn from the druid spell list. The elemental envoy removes all summon nature’s ally from her spell list and adds the following spells at the indicated spell levels to her list: elemental touch (2nd) elemental aura (3rd). Each of these spells are limited to the elemental envoy’s chosen element. In addition, the elemental envoy adds the following spells at the indicated spell levels, as determined by her chosen element.

Elemental Bond (Su): This is exactly like the druid’s nature bond, except that the elemental envoy must bond with the natural world, and chooses one of the following four elemental domains or one of its subdomains: Air, Earth, Fire, Water. She also gains a bond with the associated elemental plane. When determining the powers and bonus spells granted by this domain, the elemental envoy's effective cleric level is equal to her elemental envoy level. An elemental envoy also receives additional domain spell slots, just like a cleric. She must prepare spells from her domain in these slots and cannot be used to cast a spell spontaneously.

Elemental Burden (Ex): At 1st level, an elemental envoy is marked with a burden from the element of her choice. The effects persist through any kind of polymorph effect or any attempts to disguise or hide them. This functions as the oracle’s curse class feature except as noted here.

Gustlings (Air): The elemental envoy is plagued by tiny gusts of wind at all times. Over time she learns to tame them, if only for a short time. This otherwise functions as the haunted oracle’s curse. All negative effects of this curse are negated while the elemental envoy is on the elemental plane of air.

Lead Feet (Earth): The elemental envoy is burdened with the weight of the plane. This otherwise functions as the lame curse. As an earth elemental she only loses 5 feet of movement. The elemental envoy loses the movement penalty of this curse while on the elemental plane of earth.

Shark’s Smile (Water): The mouth of the elemental envoy is filled with rows of sharp teeth. Although these can be hidden by refraining from smiling or talking, they do interfere with the delicate pronunciation required of some spells. It does not interfere with any speech in Aquan (although spell failure chance remains the same no matter the language). This otherwise functions as the wolfscarred face curse and persists when under any polymorph effect (this includes elemental form; adjust damage for size as usual), replacing any bite attack that form would have. If using the vortex ability of a water elemental she may substitute her bite damage for slam damage. She may cast spells normally while on the elemental plane of water.

Smokey (Fire): The elemental envoy constantly smells of smoke that is mildly toxic and irritates the senses of those nearby. However, this constant exposure renders her immune to the effects, and provides a toxic environment against disease. This otherwise functions as the wasting curse. The elemental envoy doesn’t suffer a Charisma skill penalty against creatures with the fire subtype.

This ability replaces wild empathy.

Elemental Speech (Ex): An elemental envoy adds Aquan, Auran, Ignan or Terran as a bonus language, as determined by her chosen element.

Elemental Stride (Su): Starting at 2nd level, an elemental envoy can use her elemental bond to travel the world in a variety of ways. The elemental envoy gains the following benefits according to her chosen element.

Air: The elemental envoy can use feather fall at will. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.

Earth: The elemental envoy can use feather step at will. At 7th level, she can use earth glide (as the spell) for a number of minutes per day equal to her elemental envoy level. These minutes do not need to be consecutive, but must be spent in 1-minute increments. .

Fire: The elemental envoy’s base speed increases by 10 feet. At 5th level, she receives Nimble Moves as a bonus feat. At 10th level, she receives Acrobatic Steps as a bonus feat. She does not need to meet the prerequisites of these feats.

Water: The elemental envoy can water walk (as the spell). At 7th level, she also gains the benefits of the water breathing spell, a swim speed of 60 feet, and darkvision out to 120 feet, but only while under water. The envoy can use this ability for 10 minutes per day for every elemental envoy level. This duration does not need to be consecutive, but it must be spent in 10-minute increments.

This ability replaces woodland stride and trackless step.

Elemental Sight (Su): At 4th level, an elemental envoy’s sight is unhindered by her chosen element.

Air: The elemental envoy ignores penalties on Perception checks based on wind and the first 100 feet of distance. At 7th level, as a standard action, she can see and hear into any area (as if using clairaudience/clairvoyance) within range as long as there is an unobstructed path for air to travel between her and the target area. This does not require line of effect, meaning the path can turn corners and go through spaces no smaller than 1 inch in diameter. The elemental envoy can use this ability a number of rounds per day equal to her elemental envoy level, but these rounds do not need to be consecutive.

Earth: The elemental envoy can see through stone, earth, or sand as easily as if it were transparent crystal. Her gaze can penetrate a number of feet equal to her elemental envoy level, or 1/12th this thickness of metal. She can use this ability a number of rounds per day equal to her elemental envoy level, but these rounds do not need to be consecutive.

Fire: The elemental envoy can see through ash, fire, fog, and smoke without penalty as long as the light is sufficient to allow her to see normally. At 7th level, she can gaze through any source of flame within 10 feet per elemental envoy level, as if using clairvoyance. She can use this ability for a number of rounds per day equal to your elemental envoy level, but these rounds do not need to be consecutive.

Water: The elemental envoy can see through cloud, fog and mist without penalty as long as there is enough light to allow her to see normally. At 7th level, she can use any calm pool of water at least 1 foot in diameter as a scrying device, as if using the scrying spell. At 15th level, this functions like greater scrying. She can use the scrying abilities for a number of rounds per day equal to her elemental envoy level, but these rounds do not need to be consecutive.

This ability replaces resist nature’s lure and wild shape 1/day.

Elemental Conduit (Su): At 6th level, an elemental becomes a living conduit to her bonded elemental plane. Once per day as a standard action, an elemental envoy can manifest this powerful connection, plus one additional time per day at 8th level and every two levels thereafter, for a total of seven times per day at 18th level. An elemental envoy can manifest this connection in one of the following three ways.

Elemental Channeling: The elemental envoy can expend a use of elemental conduit to channel energy (as the cleric’s Channel energy ability) to either command elementals or cause them to flee. Each of these effects function like the Command Undead and Turn Undead channeling feats respectively, except that it only affects elementals and neither heals nor harms the elemental. Alternately, she can expend one use of elemental conduit to heal elementals of his elemental type or harm another type of elemental of his choice. The choice must be made when the ability is used. The elemental envoy’s cleric level is equal to 1/2 her elemental envoy level for the purpose of determining the amount of damage this ability heals or deals, but uses her elemental envoy level as her cleric level to determine the number of Hit Dice of elementals she can affect. This otherwise functions as the Elemental Channel channeling feat.

Elemental Form: The elemental envoy can expend one use of elemental conduit to gain one use of the druid’s wild shape ability. However, the elemental envoy can only assume the form of an elemental of her elemental bond’s type. She also gains Natural Spell and Eschew Materials as bonus feats while in her elemental form and may speak normally (except as described in the Shark’s Smile burden above).

At 10th level, an elemental envoy can also use the following ability as part of her elemental conduit.

Elemental Bolster: An elemental envoy can expend one use of her elemental conduit to bolster her elemental companion. The elemental companion polymorphs into a Medium elemental of its type as the elemental body II spell. At 12th level, the elemental companion polymorphs into a Large elemental as the elemental body III spell. At 14th level, the elemental companion polymorphs into a Huge elemental as the elemental body IV spell. If the companion is slain while bolstered, the bolstering effect immediately ends and the companion is drops to zero hit points, is rendered unconscious, and becomes stabilized. This effects of this ability last until the duration expires, or the elemental companion is dismissed, banished, or slain, whichever comes first.

An elemental envoy may only have one of these abilities in effect at a time. If the elemental envoy uses elemental conduit while a previous use of elemental conduit is still in effect, the previous effect immediately ends. This ability replaces wild shape.

Elemental Companion (Su): At 9th level, an elemental envoy gains the ability to summon to his side a powerful outsider called an elemental companion. The elemental companion has the same alignment as the elemental envoy that calls it, and can speak all of her languages. Elemental companions are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score. In addition, due to its tie to its elemental envoy, an elemental companion can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures.

When summoned, an elemental companion is always a Small elemental from the elemental envoy’s bonded elemental plane. It has the statistics and abilities of an elemental appropriate to it size and type, and gains the benefits of a familiar. The elemental companion’s hit points, saving throws, skills, feats, and abilities are tied to the elemental envoy’s class level and increase as the elemental envoy gains levels (see the Familiars description of the wizard’s Arcane Bond class feature). The elemental envoy uses her elemental envoy level as her wizard level for the purpose of determining her elemental companion’s abilities.

An elemental envoy can summon his elemental companion in a ritual that takes 1 minute to perform. When summoned in this way, the elemental companion hit points are unchanged from the last time it was dismissed or banished. The only exception to this is if the elemental companion was slain, in which case it returns with half its normal hit points. The elemental companion does not heal naturally. The elemental companion remains until dismissed by the elemental envoy (a standard action). If the elemental companion is sent back to its home plane due to death, it cannot be summoned again until the following day. The elemental companion cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment work normally. If the elemental envoy is unconscious, asleep, or killed, his elemental companion is immediately banished.

This ability replaces venom immunity and a thousand faces.

Diplomatic Passage (Sp): At 15th level, an elemental envoy can cast plane shift as a spell-like ability once per day as a standard action. The elemental envoy may only transport herself and willing targets to her bonded elemental plane or back to her native plane. While on her bonded elemental plane, the elemental envoy and those transported with her are treated as though under the constant effect of the planar adaptation spell. This ability replaces timeless body.